Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: JopeZz on November 26, 2007, 02:39:42 PM
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I started create new map with JC, but he has only small idea. I'm only newbie, but I have worked on it for 3 weeks and this is beta 2. Lets see it and say me whether it is good or bad.
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Not bad, :D
But then again, you've been working on it for 3 weeks, so you have roughly 21 times the experience of most of the 'first maps' we see here.
Will you please attach it to your post? I'm getting like ~7kb per second from your download server. Thanks
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I just took a quick look around and it looks ok. The r_speeds look good except for in the mid it is around 4500 with reflective water and around 2500 without so that really shouldn't be to big of a problem.
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Your furniture is huge! Might want to scale it down a bit so you can see over a table or desk :P
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Suprised me very good first map only things I can think of has already been mentioned.
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Let's start with the great:
I like:
+The detail put into it - for example the walls you can jump through, the stall/stable doors that open, the fountain, etc.
+The plants really add a depth to the scenery
+The furniture is unique
+Good starting weapons
+Fun jumps
+The layout is simple but effective
+The windows are very original and consistent
+You did a great job picking textures for which we currently have hi-resolution textures for (between the different packs) and it helps make the map look really good.
Stuff that I'd like to see fixed in beta 3:
-In the bases there is a clip or nodraw brush that has the shadow from the plants (I can give you a screenshot if you'd like)
-Some areas within the castle have little to no lighting, I think it'd be nice to have at least a little lighting here. I just realized this was intended to be sort of a 'secret' bonus area, or I assume it is because it has an autococker, so the lighting is fine there.
-The boxes (with the X texture) and some of the ramps seem very out of place. You're very creative, maybe find something else they could be replaced with? I could make you almost any custom texture you need so if you have an idea, let me know. (I.e. a crate that says 'feed' or 'cannon balls' on the side)
-The rocks in the middle are identical (rotated?), maybe make one different?
-The name doesn't seem to fit the map, maybe I'm missing something? Wouldn't be the first :P
All in all, this is my favorite 'first map' ever. You went above and beyond, paid amazing attention to detail, and the end result has so far been spectacular. But for the love of Jehovah, I get 120 FPS in SLI in the mid of your map! Maybe find a way to drastically reduce r_speeds? You did a final compile, correct?
Cheers and good luck on this great map,
y00tz
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We're inspired by Assassins Creed.
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Y00tz has pretty much said it all for me, though I seem to be having a problem with the reflective water - it doesn't actually render any water of this map as reflective, but does double the r_speeds! don't really understand why, but there you go.
- Dagless
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Its a cool map, good job u guys. I don't really like how fast the water runs though, maybe slow it down a bit?
Im not sure if this is possible, but can you add pull to the water? So if i jump in i get pulled along with it? Jumping in to such fast water and staying still is sooo annoying :P
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yeah, use the current flag. Bear in mind it could possibly unbalance the map - all players who fell in would be drawn towards one base only, possibly an advantage to the attackers of that base?
- Dagless
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I like it, but doesn't have much space for anything.
A lot of stuff everywhere.
Good map though, Nice work. :D
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Nice map!
But where the water flows?
(http://img511.imageshack.us/img511/3325/sshot029cw9.jpg) (http://img511.imageshack.us/img511/3325/sshot029cw9.jpg)
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Not bad. Looks like you have a fairly solid theme going on there. You need to do something with the boundaries of the map, though, especially where the water comes up to the sky. The grenade cannons are kind of neat - you should spawn a grenade or two near them. The rafts could stand to be faster, and it seems they only work once. I guess they're more of a novelty thing - not really a practical purpose for them. Several wood textures need to be rotated. I can run through the map later and point them out if you'd like. I've uploaded the map to the beta server. I'll send you a PM with the details.
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I made beta3 two weeks ago, but i had some problems with arghrad and in real life....
so:
- boundaries of water
- new and faster rafts
- rocks
- grenades at cannons
- smaller tables :P
- fish :D
- etc.
(http://www.five-points.yw.sk/freedom/screen/b3/5.jpg)
(http://www.five-points.yw.sk/freedom/screen/b3/4.jpg)
(http://www.five-points.yw.sk/freedom/screen/b3/3.jpg)(http://www.five-points.yw.sk/freedom/screen/b3/1.jpg)
(http://www.five-points.yw.sk/freedom/screen/b3/2.jpg)
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Nice job with the fish, I haven't seen those in DP before.
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Where did you get the fish model?
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I think it's animated brushes
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w00t! This map is very well constructed. I really like it. The fish was a nice touch.
Oh and for y00tz and Eiii, I believe its a func_rotate, and if you see it in game, I think you will be able to tell ;)
-Cusoman
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Oh and for y00tz and Eiii
Just "y00tz" is fine :P
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Meanie. I'll whip up how I'd do fish and post it here.
EDIT: Uhh... It'll be a bit. Things got in the way.
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LOL @ y00tz
Looking forward to it Eiii ;) Really I would like to see how you would do fish.
-Cusoman
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I donno about Eii, but mine would look like this:
(http://www.pixolator.com/zbc/attachment.php?attachmentid=7975) (http://www.pixolator.com/zbc/showthread.php?t=024508)
:D
no, this is not mine...
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Eiii and I tested it for a while earlier (but not 'play-test'). The two ships on the sides seem to be one-time use only (intended?), and the cannons are not too useful. The grenades thrown through the left one explodes over the front of the first building directly across. Grenades going through the right cannon hit the sky, bounce against the offending team's castle, flies back at you, but explodes in the middle.
Having the jumps as the main way to get in is interesting, but I wonder how it will be played.
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I've only had a quick go, but I got an overall positive impression. The fish are hilarious!
The most immediate problem I've seen is the blue raft intesects the bank at the red jetty very badly when it floats over there.
- Dagless
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2 sexy for dp²
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i found some things pretty small cant explain how there happening but here u go
(http://img85.imageshack.us/img85/5038/sshot000us9.jpg)
(http://img153.imageshack.us/img153/7018/sshot001mh0.jpg)
(http://img88.imageshack.us/img88/3000/sshot002rb9.jpg)
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The most immediate problem I've seen is the blue raft intesects the bank at the red jetty very badly when it floats over there.
It killed me when I rode it. :<
Also, the fish can kill you.
Also, what's up with the box that's hollow with a mist'd lid? It really only lets someone hide and not be seen or killable. :\
EDIT: http://dplogin.com/forums/index.php?topic=10835
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I don't like the flag placement.
a) It's hard to find at first.
b) It's in a small, cramped room with not many attack points. Too easy to defend.
Also, the main double doors seems to be the primary way to into the base and is really easy to defend.
For the most part the map runs pretty well, but I found a couple spots where the r_speeds were really high.
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This should be final version of this map..
Added:second flag (cap)
new way to base (something like "high bd" in pp1)
automatically boats
and more..
Screenshots:
(http://screenshot.cz/BOOV/up.jpg)
mid
(http://screenshot.cz/MUSQ/castle.jpg)
base
(http://screenshot.cz/NZG7/2nd.jpg)
second flag
(http://screenshot.cz/JZHF/new_way.jpg)
new way
(http://screenshot.cz/YKT1/way_2nd.jpg)
new way and 2nd flag
And lower r_speeds than in beta3:
(http://screenshot.cz/U3PD/rspeeds_in.jpg)
(http://screenshot.cz/2VGD/r_speeds_out.jpg)
Download: http://loluploads.com/989077
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Why you didn't use the old threads?
I don't think, the map should be final released yet.
(http://img137.imageshack.us/img137/5302/sshot020zs6.th.jpg) (http://img137.imageshack.us/my.php?image=sshot020zs6.jpg)
R_speeds, grr . . . :-\
(http://img137.imageshack.us/img137/1498/sshot022vn5.th.jpg) (http://img137.imageshack.us/my.php?image=sshot022vn5.jpg)
What did you or JopeZz map here? Looks crazy :D
(http://img137.imageshack.us/img137/4150/sshot023pp3.th.jpg) (http://img137.imageshack.us/my.php?image=sshot023pp3.jpg)
And this doesn't look realy clean ;)
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Merging these threads together.
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Is it beta4 or final now?
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I think it should be final version, however I can release freedom1.bsp later :D
(http://screenshot.cz/5P6F/)
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http://img85.imageshack.us/img85/8602/sshot254xe0.jpg
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jopezzzzz <3 prolandr ftw jopezz stop playing and build maps:)
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Gj jopeZz! This is raly good map... CG
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the furniture still needs to be smaller
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I would keep the freedom.bsp name if you release fixes. That way there aren't two of the same map floating around. Just bug all the server admins to use the newest version.
I found a couple bugs in the map - for one, there's a place where you can get stuck. Another is that reflective water way in the back of the base is visible from almost everywhere - in fact, most of the map is visible from almost everywhere. Not sure if you did a full vis or not, but it could stand to have some tweaking done for visibility blocking. I've attached a demo. I went ahead and put the map up on the dplogin/ev1 servers, but it would be cool if you could fix these things.
Edit: Also, according to the gamemode in the worldsapwn, the map supports KOTH, but I couldn't find any kind of hill or flag in that mode.
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Great map! luv it
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We all do
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nope :P
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Five years later.. lol!!
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i wasn't even around 5 years ago :P and i didn't revive the topic ^^